@grafana/scenes 6.12.0--canary.1121.15045230319.0 → 6.12.0--canary.1121.15070832166.0

This diff represents the content of publicly available package versions that have been released to one of the supported registries. The information contained in this diff is provided for informational purposes only and reflects changes between package versions as they appear in their respective public registries.
package/CHANGELOG.md CHANGED
@@ -1,3 +1,15 @@
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+ # v6.11.1 (Thu May 15 2025)
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+
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+ #### 🐛 Bug Fix
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+ - VizPanel: Allow passing partial state when cloning [#1127](https://github.com/grafana/scenes/pull/1127) ([@kaydelaney](https://github.com/kaydelaney))
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+
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+ #### Authors: 1
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+
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+ - kay delaney ([@kaydelaney](https://github.com/kaydelaney))
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+
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+ ---
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+
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  # v6.11.0 (Thu May 15 2025)
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  #### 🚀 Enhancement
package/README.md CHANGED
@@ -37,6 +37,16 @@ To setup scenes with local Grafana, the following setup is required:
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  1. From Grafana Scenes root directory run `./scripts/dev.sh`. This will compile @grafana/scenes with watch mode enabled and link it to your Grafana.
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  1. From Grafana directory run `yarn install`.
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+ If you are working on a feature in core, that needs a certain Scenes change:
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+
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+ 1. Add the "release" label to your PR. This will create a release for each commit you make and one when the PR is merged.
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+ 2. Update the `@grafana/scenes` version in `package.json` to use the release you want to try
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+ 3. Let people review your PR with this change
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+ 4. Merge your Scenes PR
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+ 5. Bump the Scenes version in core Grafana
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+ 6. Sync with your branch
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+ 7. Merge PR into grafana/grafana
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+
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  ### Setting up local version of @grafana/scenes with app plugin
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  1. Run `YARN_IGNORE_PATH=1 yarn link` from `packages/scenes` directory.
@@ -356,8 +356,8 @@ class VizPanel extends SceneObjectBase {
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  this._prevData = rawData;
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  return this._dataWithFieldConfig;
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  }
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- clone() {
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- return super.clone({ _pluginInstanceState: void 0, _pluginLoadError: void 0 });
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+ clone(withState) {
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+ return super.clone({ _pluginInstanceState: void 0, _pluginLoadError: void 0, ...withState });
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  }
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  buildPanelContext() {
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  const sync = getCursorSyncScope(this);
@@ -1 +1 @@
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- {"version":3,"file":"VizPanel.js","sources":["../../../../src/components/VizPanel/VizPanel.tsx"],"sourcesContent":["import {\n AbsoluteTimeRange,\n FieldConfigSource,\n PanelModel,\n PanelPlugin,\n toUtc,\n getPanelOptionsWithDefaults,\n ScopedVars,\n InterpolateFunction,\n CoreApp,\n DashboardCursorSync,\n PanelData,\n compareArrayValues,\n compareDataFrameStructures,\n applyFieldOverrides,\n PluginType,\n renderMarkdown,\n PanelPluginDataSupport,\n} from '@grafana/data';\nimport { PanelContext, SeriesVisibilityChangeMode, VizLegendOptions } from '@grafana/ui';\nimport { config, getAppEvents, getPluginImportUtils } from '@grafana/runtime';\nimport { SceneObjectBase } from '../../core/SceneObjectBase';\nimport { sceneGraph } from '../../core/sceneGraph';\nimport { DeepPartial, SceneObject, SceneObjectState } from '../../core/types';\n\nimport { VizPanelRenderer } from './VizPanelRenderer';\nimport { VizPanelMenu } from './VizPanelMenu';\nimport { VariableDependencyConfig } from '../../variables/VariableDependencyConfig';\nimport { VariableCustomFormatterFn } from '../../variables/types';\nimport { seriesVisibilityConfigFactory } from './seriesVisibilityConfigFactory';\nimport { emptyPanelData } from '../../core/SceneDataNode';\nimport { changeSeriesColorConfigFactory } from './colorSeriesConfigFactory';\nimport { loadPanelPluginSync } from './registerRuntimePanelPlugin';\nimport { getCursorSyncScope } from '../../behaviors/CursorSync';\nimport { cloneDeep, isArray, isEmpty, merge, mergeWith } from 'lodash';\nimport { UserActionEvent } from '../../core/events';\nimport { evaluateTimeRange } from '../../utils/evaluateTimeRange';\nimport { LiveNowTimer } from '../../behaviors/LiveNowTimer';\nimport { registerQueryWithController, wrapPromiseInStateObservable } from '../../querying/registerQueryWithController';\n\nexport interface VizPanelState<TOptions = {}, TFieldConfig = {}> extends SceneObjectState {\n /**\n * This is usually a plugin id that references a core plugin or an external plugin. But this can also reference a\n * runtime registered PanelPlugin registered via function registerScenePanelPlugin.\n */\n pluginId: string;\n title: string;\n description?: string;\n options: DeepPartial<TOptions>;\n fieldConfig: FieldConfigSource<DeepPartial<TFieldConfig>>;\n pluginVersion?: string;\n displayMode?: 'default' | 'transparent';\n /**\n * Only shows header on hover, absolutly positioned above the panel.\n */\n hoverHeader?: boolean;\n /**\n * Offset hoverHeader position on the y axis\n */\n hoverHeaderOffset?: number;\n /**\n * Only shows vizPanelMenu on hover if false, otherwise the menu is always visible in the header\n */\n showMenuAlways?: boolean;\n /**\n * Defines a menu in the top right of the panel. The menu object is only activated when the dropdown menu itself is shown.\n * So the best way to add dynamic menu actions and links is by adding them in a behavior attached to the menu.\n */\n menu?: VizPanelMenu;\n /**\n * Defines a menu that renders panel link.\n **/\n titleItems?: React.ReactNode | SceneObject | SceneObject[];\n seriesLimit?: number;\n seriesLimitShowAll?: boolean;\n /**\n * Add action to the top right panel header\n */\n headerActions?: React.ReactNode | SceneObject | SceneObject[];\n /**\n * Mainly for advanced use cases that need custom handling of PanelContext callbacks.\n */\n extendPanelContext?: (vizPanel: VizPanel, context: PanelContext) => void;\n\n /**\n * Sets panel chrome collapsed state\n */\n collapsible?: boolean;\n collapsed?: boolean;\n /**\n * @internal\n * Only for use from core to handle migration from old angular panels\n **/\n _UNSAFE_customMigrationHandler?: (panel: PanelModel, plugin: PanelPlugin) => void;\n /** Internal */\n _pluginLoadError?: string;\n /** Internal */\n _pluginInstanceState?: any;\n _renderCounter?: number;\n}\n\nexport class VizPanel<TOptions = {}, TFieldConfig extends {} = {}> extends SceneObjectBase<\n VizPanelState<TOptions, TFieldConfig>\n> {\n public static Component = VizPanelRenderer;\n\n protected _variableDependency = new VariableDependencyConfig(this, {\n statePaths: ['title', 'options', 'fieldConfig'],\n });\n\n // Not part of state as this is not serializable\n protected _panelContext?: PanelContext;\n private _plugin?: PanelPlugin;\n private _prevData?: PanelData;\n private _dataWithFieldConfig?: PanelData;\n private _structureRev: number = 0;\n\n public constructor(state: Partial<VizPanelState<TOptions, TFieldConfig>>) {\n super({\n options: {} as TOptions,\n fieldConfig: { defaults: {}, overrides: [] },\n title: 'Title',\n pluginId: 'timeseries',\n _renderCounter: 0,\n ...state,\n });\n\n this.addActivationHandler(() => {\n this._onActivate();\n });\n\n state.menu?.addActivationHandler(() => {\n this.publishEvent(new UserActionEvent({ origin: this, interaction: 'panel-menu-shown' }), true);\n });\n }\n\n private _onActivate() {\n if (!this._plugin) {\n this._loadPlugin(this.state.pluginId);\n }\n }\n\n public forceRender(): void {\n // Incrementing the render counter means VizRepeater and its children will also re-render\n this.setState({ _renderCounter: (this.state._renderCounter ?? 0) + 1 });\n }\n\n private async _loadPlugin(\n pluginId: string,\n overwriteOptions?: DeepPartial<{}>,\n overwriteFieldConfig?: FieldConfigSource,\n isAfterPluginChange?: boolean\n ) {\n const plugin = loadPanelPluginSync(pluginId);\n\n if (plugin) {\n this._pluginLoaded(plugin, overwriteOptions, overwriteFieldConfig, isAfterPluginChange);\n } else {\n const { importPanelPlugin } = getPluginImportUtils();\n\n try {\n const panelPromise = importPanelPlugin(pluginId);\n\n const queryControler = sceneGraph.getQueryController(this);\n if (queryControler && queryControler.state.enableProfiling) {\n wrapPromiseInStateObservable(panelPromise)\n .pipe(registerQueryWithController({ type: 'plugin', origin: this }))\n .subscribe(() => {});\n }\n\n const result = await panelPromise;\n this._pluginLoaded(result, overwriteOptions, overwriteFieldConfig, isAfterPluginChange);\n } catch (err: unknown) {\n this._pluginLoaded(getPanelPluginNotFound(pluginId));\n\n if (err instanceof Error) {\n this.setState({ _pluginLoadError: err.message });\n }\n }\n }\n }\n\n public getLegacyPanelId() {\n /**\n * The `/` part is here because a panel key can be in a clone chain\n * A clone chain looks like `panel-1-clone-0/grid-item-5/panel-14` where the last part is the panel key\n */\n const parts = this.state.key?.split('/') ?? [];\n\n if (parts.length === 0) {\n return 0;\n }\n\n const part = parts[parts.length - 1];\n const panelId = parseInt(part!.replace('panel-', ''), 10);\n\n if (isNaN(panelId)) {\n return 0;\n }\n\n return panelId;\n }\n\n private async _pluginLoaded(\n plugin: PanelPlugin,\n overwriteOptions?: DeepPartial<{}>,\n overwriteFieldConfig?: FieldConfigSource,\n isAfterPluginChange?: boolean\n ) {\n const { options, fieldConfig, title, pluginVersion, _UNSAFE_customMigrationHandler } = this.state;\n\n const panel: PanelModel = {\n title,\n options,\n fieldConfig,\n id: this.getLegacyPanelId(),\n type: plugin.meta.id,\n pluginVersion: pluginVersion,\n };\n\n if (overwriteOptions) {\n panel.options = overwriteOptions;\n }\n\n if (overwriteFieldConfig) {\n panel.fieldConfig = overwriteFieldConfig;\n }\n\n const currentVersion = this._getPluginVersion(plugin);\n\n _UNSAFE_customMigrationHandler?.(panel, plugin);\n\n if (plugin.onPanelMigration && currentVersion !== pluginVersion && !isAfterPluginChange) {\n // These migration handlers also mutate panel.fieldConfig to migrate fieldConfig\n panel.options = await plugin.onPanelMigration(panel);\n }\n\n const withDefaults = getPanelOptionsWithDefaults({\n plugin,\n currentOptions: panel.options,\n currentFieldConfig: panel.fieldConfig,\n isAfterPluginChange: isAfterPluginChange ?? false,\n });\n\n this._plugin = plugin;\n\n this.setState({\n options: withDefaults.options as DeepPartial<TOptions>,\n fieldConfig: withDefaults.fieldConfig,\n pluginVersion: currentVersion,\n pluginId: plugin.meta.id,\n });\n\n // Non data panels needs to be re-rendered when time range change\n if (plugin.meta.skipDataQuery) {\n const sceneTimeRange = sceneGraph.getTimeRange(this);\n this._subs.add(sceneTimeRange.subscribeToState(() => this.forceRender()));\n }\n }\n\n private _getPluginVersion(plugin: PanelPlugin): string {\n return plugin && plugin.meta.info.version ? plugin.meta.info.version : config.buildInfo.version;\n }\n\n public getPlugin(): PanelPlugin | undefined {\n return this._plugin;\n }\n\n public getPanelContext(): PanelContext {\n this._panelContext ??= this.buildPanelContext();\n\n return this._panelContext!;\n }\n\n public onTimeRangeChange = (timeRange: AbsoluteTimeRange) => {\n const sceneTimeRange = sceneGraph.getTimeRange(this);\n sceneTimeRange.onTimeRangeChange({\n raw: {\n from: toUtc(timeRange.from),\n to: toUtc(timeRange.to),\n },\n from: toUtc(timeRange.from),\n to: toUtc(timeRange.to),\n });\n };\n\n public getTimeRange = (data?: PanelData) => {\n const liveNowTimer = sceneGraph.findObject(this, (o) => o instanceof LiveNowTimer);\n const sceneTimeRange = sceneGraph.getTimeRange(this);\n\n if (liveNowTimer instanceof LiveNowTimer && liveNowTimer.isEnabled) {\n return evaluateTimeRange(\n sceneTimeRange.state.from,\n sceneTimeRange.state.to,\n sceneTimeRange.getTimeZone(),\n sceneTimeRange.state.fiscalYearStartMonth,\n sceneTimeRange.state.UNSAFE_nowDelay,\n sceneTimeRange.state.weekStart\n );\n }\n\n const plugin = this.getPlugin();\n if (plugin && !plugin.meta.skipDataQuery && data && data.timeRange) {\n return data.timeRange;\n }\n\n return sceneTimeRange.state.value;\n };\n\n public async changePluginType(pluginId: string, newOptions?: DeepPartial<{}>, newFieldConfig?: FieldConfigSource) {\n const { options: prevOptions, fieldConfig: prevFieldConfig, pluginId: prevPluginId } = this.state;\n\n //clear field config cache to update it later\n this._dataWithFieldConfig = undefined;\n\n // If state.pluginId is already the correct plugin we don't treat this as plain user panel type change\n const isAfterPluginChange = this.state.pluginId !== pluginId;\n await this._loadPlugin(pluginId, newOptions ?? {}, newFieldConfig, isAfterPluginChange);\n\n const panel: PanelModel = {\n title: this.state.title,\n options: this.state.options,\n fieldConfig: this.state.fieldConfig,\n id: 1,\n type: pluginId,\n };\n\n // onPanelTypeChanged is mainly used by plugins to migrate from Angular to React.\n // For example, this will migrate options from 'graph' to 'timeseries' if the previous and new plugin ID matches.\n const updatedOptions = this._plugin?.onPanelTypeChanged?.(panel, prevPluginId, prevOptions, prevFieldConfig);\n\n if (updatedOptions && !isEmpty(updatedOptions)) {\n this.onOptionsChange(updatedOptions, true, true);\n }\n }\n\n public onTitleChange = (title: string) => {\n this.setState({ title });\n };\n\n public onDescriptionChange = (description: string) => {\n this.setState({ description });\n };\n\n public onDisplayModeChange = (displayMode: 'default' | 'transparent') => {\n this.setState({ displayMode });\n };\n\n public onToggleCollapse = (collapsed: boolean) => {\n this.setState({\n collapsed,\n });\n };\n\n public onOptionsChange = (optionsUpdate: DeepPartial<TOptions>, replace = false, isAfterPluginChange = false) => {\n const { fieldConfig, options } = this.state;\n\n // When replace is true, we want to replace the entire options object. Default will be applied.\n const nextOptions = replace\n ? optionsUpdate\n : mergeWith(cloneDeep(options), optionsUpdate, (objValue, srcValue, key, obj) => {\n if (isArray(srcValue)) {\n return srcValue;\n }\n // If customizer returns undefined, merging is handled by the method instead\n // so we need to override the value in the object instead\n if (objValue !== srcValue && typeof srcValue === 'undefined') {\n obj[key] = srcValue;\n return;\n }\n return;\n });\n\n const withDefaults = getPanelOptionsWithDefaults({\n plugin: this._plugin!,\n currentOptions: nextOptions,\n currentFieldConfig: fieldConfig,\n isAfterPluginChange: isAfterPluginChange,\n });\n\n this.setState({\n options: withDefaults.options as DeepPartial<TOptions>,\n _renderCounter: (this.state._renderCounter ?? 0) + 1,\n });\n };\n\n public onFieldConfigChange = (fieldConfigUpdate: FieldConfigSource<DeepPartial<TFieldConfig>>, replace?: boolean) => {\n const { fieldConfig, options } = this.state;\n\n // When replace is true, we want to replace the entire field config. Default will be applied.\n const nextFieldConfig = replace ? fieldConfigUpdate : merge(cloneDeep(fieldConfig), fieldConfigUpdate);\n\n const withDefaults = getPanelOptionsWithDefaults({\n plugin: this._plugin!,\n currentOptions: options,\n currentFieldConfig: nextFieldConfig,\n isAfterPluginChange: false,\n });\n\n this._dataWithFieldConfig = undefined;\n this.setState({ fieldConfig: withDefaults.fieldConfig });\n };\n\n public interpolate = ((value: string, scoped?: ScopedVars, format?: string | VariableCustomFormatterFn) => {\n return sceneGraph.interpolate(this, value, scoped, format);\n }) as InterpolateFunction;\n\n public getDescription = () => {\n this.publishEvent(new UserActionEvent({ origin: this, interaction: 'panel-description-shown' }), true);\n\n const { description } = this.state;\n if (description) {\n const markdown = this.interpolate(description);\n return renderMarkdown(markdown);\n }\n return '';\n };\n\n public clearFieldConfigCache() {\n this._dataWithFieldConfig = undefined;\n }\n\n /**\n * Called from the react render path to apply the field config to the data provided by the data provider\n */\n public applyFieldConfig(rawData?: PanelData): PanelData {\n const plugin = this._plugin;\n\n if (!plugin || plugin.meta.skipDataQuery || !rawData) {\n // TODO setup time range subscription instead\n return emptyPanelData;\n }\n\n // If the data is the same as last time, we can skip the field config apply step and just return same result as last time\n if (this._prevData === rawData && this._dataWithFieldConfig) {\n return this._dataWithFieldConfig;\n }\n\n const pluginDataSupport: PanelPluginDataSupport = plugin.dataSupport || { alertStates: false, annotations: false };\n\n const fieldConfigRegistry = plugin.fieldConfigRegistry;\n const prevFrames = this._dataWithFieldConfig?.series ?? [];\n const newFrames = applyFieldOverrides({\n data: rawData.series,\n fieldConfig: this.state.fieldConfig,\n fieldConfigRegistry,\n replaceVariables: this.interpolate,\n theme: config.theme2,\n timeZone: rawData.request?.timezone,\n });\n\n if (!compareArrayValues(newFrames, prevFrames, compareDataFrameStructures)) {\n this._structureRev++;\n }\n\n this._dataWithFieldConfig = {\n ...rawData,\n structureRev: this._structureRev,\n series: newFrames,\n };\n\n if (this._dataWithFieldConfig.annotations) {\n this._dataWithFieldConfig.annotations = applyFieldOverrides({\n data: this._dataWithFieldConfig.annotations,\n fieldConfig: {\n defaults: {},\n overrides: [],\n },\n fieldConfigRegistry,\n replaceVariables: this.interpolate,\n theme: config.theme2,\n timeZone: rawData.request?.timezone,\n });\n }\n\n if (!pluginDataSupport.alertStates) {\n this._dataWithFieldConfig.alertState = undefined;\n }\n\n if (!pluginDataSupport.annotations) {\n this._dataWithFieldConfig.annotations = undefined;\n }\n\n this._prevData = rawData;\n return this._dataWithFieldConfig;\n }\n\n public onCancelQuery = () => {\n this.publishEvent(new UserActionEvent({ origin: this, interaction: 'panel-cancel-query-clicked' }), true);\n const data = sceneGraph.getData(this);\n data.cancelQuery?.();\n };\n\n public onStatusMessageClick = () => {\n this.publishEvent(new UserActionEvent({ origin: this, interaction: 'panel-status-message-clicked' }), true);\n };\n\n /**\n * Panel context functions\n */\n private _onSeriesColorChange = (label: string, color: string) => {\n this.onFieldConfigChange(changeSeriesColorConfigFactory(label, color, this.state.fieldConfig));\n };\n\n private _onSeriesVisibilityChange = (label: string, mode: SeriesVisibilityChangeMode) => {\n if (!this._dataWithFieldConfig) {\n return;\n }\n\n this.onFieldConfigChange(\n seriesVisibilityConfigFactory(label, mode, this.state.fieldConfig, this._dataWithFieldConfig.series),\n true\n );\n };\n\n private _onInstanceStateChange = (state: any) => {\n if (this._panelContext) {\n this._panelContext = {\n ...this._panelContext,\n instanceState: state,\n };\n }\n\n this.setState({ _pluginInstanceState: state });\n };\n\n private _onToggleLegendSort = (sortKey: string) => {\n const legendOptions: VizLegendOptions = (this.state.options as any).legend;\n\n // We don't want to do anything when legend options are not available\n if (!legendOptions) {\n return;\n }\n\n let sortDesc = legendOptions.sortDesc;\n let sortBy = legendOptions.sortBy;\n if (sortKey !== sortBy) {\n sortDesc = undefined;\n }\n\n // if already sort ascending, disable sorting\n if (sortDesc === false) {\n sortBy = undefined;\n sortDesc = undefined;\n } else {\n sortDesc = !sortDesc;\n sortBy = sortKey;\n }\n\n this.onOptionsChange(\n {\n ...this.state.options,\n legend: { ...legendOptions, sortBy, sortDesc },\n } as TOptions,\n true\n );\n };\n\n public clone() {\n // Clear _pluginInstanceState and _pluginLoadError as it's not safe to clone\n return super.clone({ _pluginInstanceState: undefined, _pluginLoadError: undefined });\n }\n\n private buildPanelContext(): PanelContext {\n const sync = getCursorSyncScope(this);\n\n const context = {\n eventsScope: sync ? sync.getEventsScope() : '__global_',\n eventBus: sync ? sync.getEventsBus(this) : getAppEvents(),\n app: CoreApp.Unknown,\n sync: () => {\n if (sync) {\n return sync.state.sync;\n }\n return DashboardCursorSync.Off;\n },\n onSeriesColorChange: this._onSeriesColorChange,\n onToggleSeriesVisibility: this._onSeriesVisibilityChange,\n onToggleLegendSort: this._onToggleLegendSort,\n onInstanceStateChange: this._onInstanceStateChange,\n };\n\n if (this.state.extendPanelContext) {\n this.state.extendPanelContext(this, context);\n }\n\n return context;\n }\n}\n\nfunction getPanelPluginNotFound(id: string): PanelPlugin {\n const plugin = new PanelPlugin(() => null);\n\n plugin.meta = {\n id: id,\n name: id,\n sort: 100,\n type: PluginType.panel,\n module: '',\n baseUrl: '',\n info: {\n author: {\n name: '',\n },\n description: '',\n links: [],\n logos: {\n large: '',\n small: 'public/img/grafana_icon.svg',\n },\n screenshots: [],\n updated: '',\n version: '',\n },\n };\n\n return 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But this can also reference a\n * runtime registered PanelPlugin registered via function registerScenePanelPlugin.\n */\n pluginId: string;\n title: string;\n description?: string;\n options: DeepPartial<TOptions>;\n fieldConfig: FieldConfigSource<DeepPartial<TFieldConfig>>;\n pluginVersion?: string;\n displayMode?: 'default' | 'transparent';\n /**\n * Only shows header on hover, absolutly positioned above the panel.\n */\n hoverHeader?: boolean;\n /**\n * Offset hoverHeader position on the y axis\n */\n hoverHeaderOffset?: number;\n /**\n * Only shows vizPanelMenu on hover if false, otherwise the menu is always visible in the header\n */\n showMenuAlways?: boolean;\n /**\n * Defines a menu in the top right of the panel. The menu object is only activated when the dropdown menu itself is shown.\n * So the best way to add dynamic menu actions and links is by adding them in a behavior attached to the menu.\n */\n menu?: VizPanelMenu;\n /**\n * Defines a menu that renders panel link.\n **/\n titleItems?: React.ReactNode | SceneObject | SceneObject[];\n seriesLimit?: number;\n seriesLimitShowAll?: boolean;\n /**\n * Add action to the top right panel header\n */\n headerActions?: React.ReactNode | SceneObject | SceneObject[];\n /**\n * Mainly for advanced use cases that need custom handling of PanelContext callbacks.\n */\n extendPanelContext?: (vizPanel: VizPanel, context: PanelContext) => void;\n\n /**\n * Sets panel chrome collapsed state\n */\n collapsible?: boolean;\n collapsed?: boolean;\n /**\n * @internal\n * Only for use from core to handle migration from old angular panels\n **/\n _UNSAFE_customMigrationHandler?: (panel: PanelModel, plugin: PanelPlugin) => void;\n /** Internal */\n _pluginLoadError?: string;\n /** Internal */\n _pluginInstanceState?: any;\n _renderCounter?: number;\n}\n\nexport class VizPanel<TOptions = {}, TFieldConfig extends {} = {}> extends SceneObjectBase<\n VizPanelState<TOptions, TFieldConfig>\n> {\n public static Component = VizPanelRenderer;\n\n protected _variableDependency = new VariableDependencyConfig(this, {\n statePaths: ['title', 'options', 'fieldConfig'],\n });\n\n // Not part of state as this is not serializable\n protected _panelContext?: PanelContext;\n private _plugin?: PanelPlugin;\n private _prevData?: PanelData;\n private _dataWithFieldConfig?: PanelData;\n private _structureRev: number = 0;\n\n public constructor(state: Partial<VizPanelState<TOptions, TFieldConfig>>) {\n super({\n options: {} as TOptions,\n fieldConfig: { defaults: {}, overrides: [] },\n title: 'Title',\n pluginId: 'timeseries',\n _renderCounter: 0,\n ...state,\n });\n\n this.addActivationHandler(() => {\n this._onActivate();\n });\n\n state.menu?.addActivationHandler(() => {\n this.publishEvent(new UserActionEvent({ origin: this, interaction: 'panel-menu-shown' }), true);\n });\n }\n\n private _onActivate() {\n if (!this._plugin) {\n this._loadPlugin(this.state.pluginId);\n }\n }\n\n public forceRender(): void {\n // Incrementing the render counter means VizRepeater and its children will also re-render\n this.setState({ _renderCounter: (this.state._renderCounter ?? 0) + 1 });\n }\n\n private async _loadPlugin(\n pluginId: string,\n overwriteOptions?: DeepPartial<{}>,\n overwriteFieldConfig?: FieldConfigSource,\n isAfterPluginChange?: boolean\n ) {\n const plugin = loadPanelPluginSync(pluginId);\n\n if (plugin) {\n this._pluginLoaded(plugin, overwriteOptions, overwriteFieldConfig, isAfterPluginChange);\n } else {\n const { importPanelPlugin } = getPluginImportUtils();\n\n try {\n const panelPromise = importPanelPlugin(pluginId);\n\n const queryControler = sceneGraph.getQueryController(this);\n if (queryControler && queryControler.state.enableProfiling) {\n wrapPromiseInStateObservable(panelPromise)\n .pipe(registerQueryWithController({ type: 'plugin', origin: this }))\n .subscribe(() => {});\n }\n\n const result = await panelPromise;\n this._pluginLoaded(result, overwriteOptions, overwriteFieldConfig, isAfterPluginChange);\n } catch (err: unknown) {\n this._pluginLoaded(getPanelPluginNotFound(pluginId));\n\n if (err instanceof Error) {\n this.setState({ _pluginLoadError: err.message });\n }\n }\n }\n }\n\n public getLegacyPanelId() {\n /**\n * The `/` part is here because a panel key can be in a clone chain\n * A clone chain looks like `panel-1-clone-0/grid-item-5/panel-14` where the last part is the panel key\n */\n const parts = this.state.key?.split('/') ?? [];\n\n if (parts.length === 0) {\n return 0;\n }\n\n const part = parts[parts.length - 1];\n const panelId = parseInt(part!.replace('panel-', ''), 10);\n\n if (isNaN(panelId)) {\n return 0;\n }\n\n return panelId;\n }\n\n private async _pluginLoaded(\n plugin: PanelPlugin,\n overwriteOptions?: DeepPartial<{}>,\n overwriteFieldConfig?: FieldConfigSource,\n isAfterPluginChange?: boolean\n ) {\n const { options, fieldConfig, title, pluginVersion, _UNSAFE_customMigrationHandler } = this.state;\n\n const panel: PanelModel = {\n title,\n options,\n fieldConfig,\n id: this.getLegacyPanelId(),\n type: plugin.meta.id,\n pluginVersion: pluginVersion,\n };\n\n if (overwriteOptions) {\n panel.options = overwriteOptions;\n }\n\n if (overwriteFieldConfig) {\n panel.fieldConfig = overwriteFieldConfig;\n }\n\n const currentVersion = this._getPluginVersion(plugin);\n\n _UNSAFE_customMigrationHandler?.(panel, plugin);\n\n if (plugin.onPanelMigration && currentVersion !== pluginVersion && !isAfterPluginChange) {\n // These migration handlers also mutate panel.fieldConfig to migrate fieldConfig\n panel.options = await plugin.onPanelMigration(panel);\n }\n\n const withDefaults = getPanelOptionsWithDefaults({\n plugin,\n currentOptions: panel.options,\n currentFieldConfig: panel.fieldConfig,\n isAfterPluginChange: isAfterPluginChange ?? false,\n });\n\n this._plugin = plugin;\n\n this.setState({\n options: withDefaults.options as DeepPartial<TOptions>,\n fieldConfig: withDefaults.fieldConfig,\n pluginVersion: currentVersion,\n pluginId: plugin.meta.id,\n });\n\n // Non data panels needs to be re-rendered when time range change\n if (plugin.meta.skipDataQuery) {\n const sceneTimeRange = sceneGraph.getTimeRange(this);\n this._subs.add(sceneTimeRange.subscribeToState(() => this.forceRender()));\n }\n }\n\n private _getPluginVersion(plugin: PanelPlugin): string {\n return plugin && plugin.meta.info.version ? plugin.meta.info.version : config.buildInfo.version;\n }\n\n public getPlugin(): PanelPlugin | undefined {\n return this._plugin;\n }\n\n public getPanelContext(): PanelContext {\n this._panelContext ??= this.buildPanelContext();\n\n return this._panelContext!;\n }\n\n public onTimeRangeChange = (timeRange: AbsoluteTimeRange) => {\n const sceneTimeRange = sceneGraph.getTimeRange(this);\n sceneTimeRange.onTimeRangeChange({\n raw: {\n from: toUtc(timeRange.from),\n to: toUtc(timeRange.to),\n },\n from: toUtc(timeRange.from),\n to: toUtc(timeRange.to),\n });\n };\n\n public getTimeRange = (data?: PanelData) => {\n const liveNowTimer = sceneGraph.findObject(this, (o) => o instanceof LiveNowTimer);\n const sceneTimeRange = sceneGraph.getTimeRange(this);\n\n if (liveNowTimer instanceof LiveNowTimer && liveNowTimer.isEnabled) {\n return evaluateTimeRange(\n sceneTimeRange.state.from,\n sceneTimeRange.state.to,\n sceneTimeRange.getTimeZone(),\n sceneTimeRange.state.fiscalYearStartMonth,\n sceneTimeRange.state.UNSAFE_nowDelay,\n sceneTimeRange.state.weekStart\n );\n }\n\n const plugin = this.getPlugin();\n if (plugin && !plugin.meta.skipDataQuery && data && data.timeRange) {\n return data.timeRange;\n }\n\n return sceneTimeRange.state.value;\n };\n\n public async changePluginType(pluginId: string, newOptions?: DeepPartial<{}>, newFieldConfig?: FieldConfigSource) {\n const { options: prevOptions, fieldConfig: prevFieldConfig, pluginId: prevPluginId } = this.state;\n\n //clear field config cache to update it later\n this._dataWithFieldConfig = undefined;\n\n // If state.pluginId is already the correct plugin we don't treat this as plain user panel type change\n const isAfterPluginChange = this.state.pluginId !== pluginId;\n await this._loadPlugin(pluginId, newOptions ?? {}, newFieldConfig, isAfterPluginChange);\n\n const panel: PanelModel = {\n title: this.state.title,\n options: this.state.options,\n fieldConfig: this.state.fieldConfig,\n id: 1,\n type: pluginId,\n };\n\n // onPanelTypeChanged is mainly used by plugins to migrate from Angular to React.\n // For example, this will migrate options from 'graph' to 'timeseries' if the previous and new plugin ID matches.\n const updatedOptions = this._plugin?.onPanelTypeChanged?.(panel, prevPluginId, prevOptions, prevFieldConfig);\n\n if (updatedOptions && !isEmpty(updatedOptions)) {\n this.onOptionsChange(updatedOptions, true, true);\n }\n }\n\n public onTitleChange = (title: string) => {\n this.setState({ title });\n };\n\n public onDescriptionChange = (description: string) => {\n this.setState({ description });\n };\n\n public onDisplayModeChange = (displayMode: 'default' | 'transparent') => {\n this.setState({ displayMode });\n };\n\n public onToggleCollapse = (collapsed: boolean) => {\n this.setState({\n collapsed,\n });\n };\n\n public onOptionsChange = (optionsUpdate: DeepPartial<TOptions>, replace = false, isAfterPluginChange = false) => {\n const { fieldConfig, options } = this.state;\n\n // When replace is true, we want to replace the entire options object. Default will be applied.\n const nextOptions = replace\n ? optionsUpdate\n : mergeWith(cloneDeep(options), optionsUpdate, (objValue, srcValue, key, obj) => {\n if (isArray(srcValue)) {\n return srcValue;\n }\n // If customizer returns undefined, merging is handled by the method instead\n // so we need to override the value in the object instead\n if (objValue !== srcValue && typeof srcValue === 'undefined') {\n obj[key] = srcValue;\n return;\n }\n return;\n });\n\n const withDefaults = getPanelOptionsWithDefaults({\n plugin: this._plugin!,\n currentOptions: nextOptions,\n currentFieldConfig: fieldConfig,\n isAfterPluginChange: isAfterPluginChange,\n });\n\n this.setState({\n options: withDefaults.options as DeepPartial<TOptions>,\n _renderCounter: (this.state._renderCounter ?? 0) + 1,\n });\n };\n\n public onFieldConfigChange = (fieldConfigUpdate: FieldConfigSource<DeepPartial<TFieldConfig>>, replace?: boolean) => {\n const { fieldConfig, options } = this.state;\n\n // When replace is true, we want to replace the entire field config. Default will be applied.\n const nextFieldConfig = replace ? fieldConfigUpdate : merge(cloneDeep(fieldConfig), fieldConfigUpdate);\n\n const withDefaults = getPanelOptionsWithDefaults({\n plugin: this._plugin!,\n currentOptions: options,\n currentFieldConfig: nextFieldConfig,\n isAfterPluginChange: false,\n });\n\n this._dataWithFieldConfig = undefined;\n this.setState({ fieldConfig: withDefaults.fieldConfig });\n };\n\n public interpolate = ((value: string, scoped?: ScopedVars, format?: string | VariableCustomFormatterFn) => {\n return sceneGraph.interpolate(this, value, scoped, format);\n }) as InterpolateFunction;\n\n public getDescription = () => {\n this.publishEvent(new UserActionEvent({ origin: this, interaction: 'panel-description-shown' }), true);\n\n const { description } = this.state;\n if (description) {\n const markdown = this.interpolate(description);\n return renderMarkdown(markdown);\n }\n return '';\n };\n\n public clearFieldConfigCache() {\n this._dataWithFieldConfig = undefined;\n }\n\n /**\n * Called from the react render path to apply the field config to the data provided by the data provider\n */\n public applyFieldConfig(rawData?: PanelData): PanelData {\n const plugin = this._plugin;\n\n if (!plugin || plugin.meta.skipDataQuery || !rawData) {\n // TODO setup time range subscription instead\n return emptyPanelData;\n }\n\n // If the data is the same as last time, we can skip the field config apply step and just return same result as last time\n if (this._prevData === rawData && this._dataWithFieldConfig) {\n return this._dataWithFieldConfig;\n }\n\n const pluginDataSupport: PanelPluginDataSupport = plugin.dataSupport || { alertStates: false, annotations: false };\n\n const fieldConfigRegistry = plugin.fieldConfigRegistry;\n const prevFrames = this._dataWithFieldConfig?.series ?? [];\n const newFrames = applyFieldOverrides({\n data: rawData.series,\n fieldConfig: this.state.fieldConfig,\n fieldConfigRegistry,\n replaceVariables: this.interpolate,\n theme: config.theme2,\n timeZone: rawData.request?.timezone,\n });\n\n if (!compareArrayValues(newFrames, prevFrames, compareDataFrameStructures)) {\n this._structureRev++;\n }\n\n this._dataWithFieldConfig = {\n ...rawData,\n structureRev: this._structureRev,\n series: newFrames,\n };\n\n if (this._dataWithFieldConfig.annotations) {\n this._dataWithFieldConfig.annotations = applyFieldOverrides({\n data: this._dataWithFieldConfig.annotations,\n fieldConfig: {\n defaults: {},\n overrides: [],\n },\n fieldConfigRegistry,\n replaceVariables: this.interpolate,\n theme: config.theme2,\n timeZone: rawData.request?.timezone,\n });\n }\n\n if (!pluginDataSupport.alertStates) {\n this._dataWithFieldConfig.alertState = undefined;\n }\n\n if (!pluginDataSupport.annotations) {\n this._dataWithFieldConfig.annotations = undefined;\n }\n\n this._prevData = rawData;\n return this._dataWithFieldConfig;\n }\n\n public onCancelQuery = () => {\n this.publishEvent(new UserActionEvent({ origin: this, interaction: 'panel-cancel-query-clicked' }), true);\n const data = sceneGraph.getData(this);\n data.cancelQuery?.();\n };\n\n public onStatusMessageClick = () => {\n this.publishEvent(new UserActionEvent({ origin: this, interaction: 'panel-status-message-clicked' }), true);\n };\n\n /**\n * Panel context functions\n */\n private _onSeriesColorChange = (label: string, color: string) => {\n this.onFieldConfigChange(changeSeriesColorConfigFactory(label, color, this.state.fieldConfig));\n };\n\n private _onSeriesVisibilityChange = (label: string, mode: SeriesVisibilityChangeMode) => {\n if (!this._dataWithFieldConfig) {\n return;\n }\n\n this.onFieldConfigChange(\n seriesVisibilityConfigFactory(label, mode, this.state.fieldConfig, this._dataWithFieldConfig.series),\n true\n );\n };\n\n private _onInstanceStateChange = (state: any) => {\n if (this._panelContext) {\n this._panelContext = {\n ...this._panelContext,\n instanceState: state,\n };\n }\n\n this.setState({ _pluginInstanceState: state });\n };\n\n private _onToggleLegendSort = (sortKey: string) => {\n const legendOptions: VizLegendOptions = (this.state.options as any).legend;\n\n // We don't want to do anything when legend options are not available\n if (!legendOptions) {\n return;\n }\n\n let sortDesc = legendOptions.sortDesc;\n let sortBy = legendOptions.sortBy;\n if (sortKey !== sortBy) {\n sortDesc = undefined;\n }\n\n // if already sort ascending, disable sorting\n if (sortDesc === false) {\n sortBy = undefined;\n sortDesc = undefined;\n } else {\n sortDesc = !sortDesc;\n sortBy = sortKey;\n }\n\n this.onOptionsChange(\n {\n ...this.state.options,\n legend: { ...legendOptions, sortBy, sortDesc },\n } as TOptions,\n true\n );\n };\n\n public clone(withState?: Partial<VizPanelState>) {\n // Clear _pluginInstanceState and _pluginLoadError 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- {"version":3,"file":"VariableDependencyConfig.js","sources":["../../../src/variables/VariableDependencyConfig.ts"],"sourcesContent":["import { DataLinkBuiltInVars } from '@grafana/data';\nimport { sceneGraph } from '../core/sceneGraph';\nimport { SceneObject, SceneObjectState } from '../core/types';\nimport { writeSceneLog } from '../utils/writeSceneLog';\nimport { SCOPES_VARIABLE_NAME, VARIABLE_REGEX } from './constants';\n\nimport { SceneVariable, SceneVariableDependencyConfigLike } from './types';\nimport { safeStringifyValue } from './utils';\nimport { ConstantVariable } from './variants/ConstantVariable';\n\ninterface VariableDependencyConfigOptions<TState extends SceneObjectState> {\n /**\n * State paths to scan / extract variable dependencies from. Leave empty to scan all paths.\n */\n statePaths?: Array<keyof TState | '*'>;\n\n /**\n * Explicit list of variable names to depend on. Leave empty to scan state for dependencies.\n */\n variableNames?: string[];\n\n /**\n * Optional way to customize how to handle when a dependent variable changes\n * If not specified the default behavior is to trigger a re-render\n */\n onReferencedVariableValueChanged?: (variable: SceneVariable) => void;\n\n /**\n * Two scenarios trigger this callback to be called.\n * 1. When any direct dependency changed value\n * 2. In case hasDependencyInLoadingState was called and returned true we really care about any variable update. So in this scenario this callback is called\n * after any variable update completes. This is to cover scenarios where an object is waiting for indirect dependencies to complete.\n */\n onVariableUpdateCompleted?: () => void;\n\n /**\n * Optional way to subscribe to all variable value changes, even to variables that are not dependencies.\n */\n onAnyVariableChanged?: (variable: SceneVariable) => void;\n\n /**\n * Handle time macros.\n */\n handleTimeMacros?: boolean;\n\n /**\n * Depends on scopes\n */\n dependsOnScopes?: boolean;\n}\n\nexport class VariableDependencyConfig<TState extends SceneObjectState> implements SceneVariableDependencyConfigLike {\n private _state: TState | undefined;\n private _dependencies = new Set<string>();\n private _statePaths?: Array<keyof TState | '*'>;\n private _isWaitingForVariables = false;\n\n public scanCount = 0;\n\n public constructor(\n private _sceneObject: SceneObject<TState>,\n private _options: VariableDependencyConfigOptions<TState>\n ) {\n this._statePaths = _options.statePaths;\n\n if (this._options.handleTimeMacros) {\n this.handleTimeMacros();\n }\n }\n\n /**\n * Used to check for dependency on a specific variable\n */\n public hasDependencyOn(name: string): boolean {\n return this.getNames().has(name);\n }\n\n /**\n * This is called whenever any set of variables have new values. It is up to this implementation to check if it's relevant given the current dependencies.\n */\n public variableUpdateCompleted(variable: SceneVariable, hasChanged: boolean) {\n const deps = this.getNames();\n let dependencyChanged = false;\n\n if ((deps.has(variable.state.name) || deps.has(DataLinkBuiltInVars.includeVars)) && hasChanged) {\n dependencyChanged = true;\n }\n\n writeSceneLog(\n 'VariableDependencyConfig',\n 'variableUpdateCompleted',\n variable.state.name,\n dependencyChanged,\n this._isWaitingForVariables\n );\n\n if (this._options.onAnyVariableChanged) {\n this._options.onAnyVariableChanged(variable);\n }\n\n // If custom handler called when dependency is changed or when we are waiting for variables\n if (this._options.onVariableUpdateCompleted && (this._isWaitingForVariables || dependencyChanged)) {\n this._options.onVariableUpdateCompleted();\n }\n\n if (dependencyChanged) {\n if (this._options.onReferencedVariableValueChanged) {\n this._options.onReferencedVariableValueChanged(variable);\n }\n\n // if no callbacks are specified then just do a forceRender\n if (!this._options.onReferencedVariableValueChanged && !this._options.onVariableUpdateCompleted) {\n this._sceneObject.forceRender();\n }\n }\n }\n\n public hasDependencyInLoadingState() {\n if (sceneGraph.hasVariableDependencyInLoadingState(this._sceneObject)) {\n this._isWaitingForVariables = true;\n return true;\n }\n\n this._isWaitingForVariables = false;\n return false;\n }\n\n public getNames(): Set<string> {\n const prevState = this._state;\n const newState = (this._state = this._sceneObject.state);\n\n if (!prevState) {\n // First time we always scan for dependencies\n this.scanStateForDependencies(this._state);\n return this._dependencies;\n }\n\n // Second time we only scan if state is a different and if any specific state path has changed\n if (newState !== prevState) {\n if (this._statePaths) {\n for (const path of this._statePaths) {\n if (path === '*' || newState[path] !== prevState[path]) {\n this.scanStateForDependencies(newState);\n break;\n }\n }\n } else {\n this.scanStateForDependencies(newState);\n }\n }\n\n return this._dependencies;\n }\n\n /**\n * Update variableNames\n */\n public setVariableNames(varNames: string[]) {\n this._options.variableNames = varNames;\n this.scanStateForDependencies(this._state!);\n }\n\n public setPaths(paths: Array<keyof TState | '*'>) {\n this._statePaths = paths;\n }\n\n private scanStateForDependencies(state: TState) {\n this._dependencies.clear();\n this.scanCount += 1;\n\n if (this._options.variableNames) {\n for (const name of this._options.variableNames) {\n this._dependencies.add(name);\n }\n }\n\n if (this._options.dependsOnScopes) {\n this._dependencies.add(SCOPES_VARIABLE_NAME);\n }\n\n if (this._statePaths) {\n for (const path of this._statePaths) {\n if (path === '*') {\n this.extractVariablesFrom(state);\n break;\n } else {\n const value = state[path];\n if (value) {\n this.extractVariablesFrom(value);\n }\n }\n }\n }\n }\n\n private extractVariablesFrom(value: unknown) {\n VARIABLE_REGEX.lastIndex = 0;\n\n const stringToCheck = typeof value !== 'string' ? safeStringifyValue(value) : value;\n\n const matches = stringToCheck.matchAll(VARIABLE_REGEX);\n if (!matches) {\n return;\n }\n\n for (const match of matches) {\n const [, var1, var2, , var3] = match;\n const variableName = var1 || var2 || var3;\n this._dependencies.add(variableName);\n }\n }\n\n private handleTimeMacros() {\n this._sceneObject.addActivationHandler(() => {\n const timeRange = sceneGraph.getTimeRange(this._sceneObject);\n\n const sub = timeRange.subscribeToState((newState, oldState) => {\n const deps = this.getNames();\n const hasFromDep = deps.has('__from');\n const hasToDep = deps.has('__to');\n const hasTimeZone = deps.has('__timezone');\n\n if (newState.value !== oldState.value) {\n // If you have both __from & __to as dependencies you only get notified that from changed and vice versa\n if (hasFromDep) {\n const variable = new ConstantVariable({ name: '__from', value: newState.from });\n this.variableUpdateCompleted(variable, true);\n } else if (hasToDep) {\n const variable = new ConstantVariable({ name: '__to', value: newState.to });\n this.variableUpdateCompleted(variable, true);\n }\n }\n\n if (newState.timeZone !== oldState.timeZone && hasTimeZone) {\n const variable = new ConstantVariable({ name: '__timezone', value: newState.timeZone });\n this.variableUpdateCompleted(variable, true);\n }\n });\n\n return () => sub.unsubscribe();\n });\n 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+ {"version":3,"file":"VariableDependencyConfig.js","sources":["../../../src/variables/VariableDependencyConfig.ts"],"sourcesContent":["import { DataLinkBuiltInVars } from '@grafana/data';\nimport { sceneGraph } from '../core/sceneGraph';\nimport { SceneObject, SceneObjectState } from '../core/types';\nimport { writeSceneLog } from '../utils/writeSceneLog';\nimport { SCOPES_VARIABLE_NAME, VARIABLE_REGEX } from './constants';\n\nimport { SceneVariable, SceneVariableDependencyConfigLike } from './types';\nimport { safeStringifyValue } from './utils';\nimport { ConstantVariable } from './variants/ConstantVariable';\n\ninterface VariableDependencyConfigOptions<TState extends SceneObjectState> {\n /**\n * State paths to scan / extract variable dependencies from. Leave empty to scan all paths.\n */\n statePaths?: Array<keyof TState | '*'>;\n\n /**\n * Explicit list of variable names to depend on. Leave empty to scan state for dependencies.\n */\n variableNames?: string[];\n\n /**\n * Optional way to customize how to handle when a dependent variable changes\n * If not specified the default behavior is to trigger a re-render\n */\n onReferencedVariableValueChanged?: (variable: SceneVariable) => void;\n\n /**\n * Two scenarios trigger this callback to be called.\n * 1. When any direct dependency changed value\n * 2. In case hasDependencyInLoadingState was called and returned true we really care about any variable update. So in this scenario this callback is called\n * after any variable update completes. This is to cover scenarios where an object is waiting for indirect dependencies to complete.\n */\n onVariableUpdateCompleted?: () => void;\n\n /**\n * Optional way to subscribe to all variable value changes, even to variables that are not dependencies.\n */\n onAnyVariableChanged?: (variable: SceneVariable) => void;\n\n /**\n * Handle time macros.\n */\n handleTimeMacros?: boolean;\n\n /**\n * Will add ScopesVariable as a dependency which will cause updates when the scopes change.\n */\n dependsOnScopes?: boolean;\n}\n\nexport class VariableDependencyConfig<TState extends SceneObjectState> implements SceneVariableDependencyConfigLike {\n private _state: TState | undefined;\n private _dependencies = new Set<string>();\n private _statePaths?: Array<keyof TState | '*'>;\n private _isWaitingForVariables = false;\n\n public scanCount = 0;\n\n public constructor(\n private _sceneObject: SceneObject<TState>,\n private _options: VariableDependencyConfigOptions<TState>\n ) {\n this._statePaths = _options.statePaths;\n\n if (this._options.handleTimeMacros) {\n this.handleTimeMacros();\n }\n }\n\n /**\n * Used to check for dependency on a specific variable\n */\n public hasDependencyOn(name: string): boolean {\n return this.getNames().has(name);\n }\n\n /**\n * This is called whenever any set of variables have new values. It is up to this implementation to check if it's relevant given the current dependencies.\n */\n public variableUpdateCompleted(variable: SceneVariable, hasChanged: boolean) {\n const deps = this.getNames();\n let dependencyChanged = false;\n\n if ((deps.has(variable.state.name) || deps.has(DataLinkBuiltInVars.includeVars)) && hasChanged) {\n dependencyChanged = true;\n }\n\n writeSceneLog(\n 'VariableDependencyConfig',\n 'variableUpdateCompleted',\n variable.state.name,\n dependencyChanged,\n this._isWaitingForVariables\n );\n\n if (this._options.onAnyVariableChanged) {\n this._options.onAnyVariableChanged(variable);\n }\n\n // If custom handler called when dependency is changed or when we are waiting for variables\n if (this._options.onVariableUpdateCompleted && (this._isWaitingForVariables || dependencyChanged)) {\n this._options.onVariableUpdateCompleted();\n }\n\n if (dependencyChanged) {\n if (this._options.onReferencedVariableValueChanged) {\n this._options.onReferencedVariableValueChanged(variable);\n }\n\n // if no callbacks are specified then just do a forceRender\n if (!this._options.onReferencedVariableValueChanged && !this._options.onVariableUpdateCompleted) {\n this._sceneObject.forceRender();\n }\n }\n }\n\n public hasDependencyInLoadingState() {\n if (sceneGraph.hasVariableDependencyInLoadingState(this._sceneObject)) {\n this._isWaitingForVariables = true;\n return true;\n }\n\n this._isWaitingForVariables = false;\n return false;\n }\n\n public getNames(): Set<string> {\n const prevState = this._state;\n const newState = (this._state = this._sceneObject.state);\n\n if (!prevState) {\n // First time we always scan for dependencies\n this.scanStateForDependencies(this._state);\n return this._dependencies;\n }\n\n // Second time we only scan if state is a different and if any specific state path has changed\n if (newState !== prevState) {\n if (this._statePaths) {\n for (const path of this._statePaths) {\n if (path === '*' || newState[path] !== prevState[path]) {\n this.scanStateForDependencies(newState);\n break;\n }\n }\n } else {\n this.scanStateForDependencies(newState);\n }\n }\n\n return this._dependencies;\n }\n\n /**\n * Update variableNames\n */\n public setVariableNames(varNames: string[]) {\n this._options.variableNames = varNames;\n this.scanStateForDependencies(this._state!);\n }\n\n public setPaths(paths: Array<keyof TState | '*'>) {\n this._statePaths = paths;\n }\n\n private scanStateForDependencies(state: TState) {\n this._dependencies.clear();\n this.scanCount += 1;\n\n if (this._options.variableNames) {\n for (const name of this._options.variableNames) {\n this._dependencies.add(name);\n }\n }\n\n if (this._options.dependsOnScopes) {\n this._dependencies.add(SCOPES_VARIABLE_NAME);\n }\n\n if (this._statePaths) {\n for (const path of this._statePaths) {\n if (path === '*') {\n this.extractVariablesFrom(state);\n break;\n } else {\n const value = state[path];\n if (value) {\n 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@@ -16,8 +16,8 @@ function VariableValueSelectorsRenderer({ model }) {
16
16
  function VariableValueSelectWrapper({ variable, layout, showAlways, hideLabel }) {
17
17
  const state = useSceneObjectState(variable, { shouldActivateOrKeepAlive: true });
18
18
  if (state.hide === VariableHide.hideVariable && !showAlways) {
19
- if (variable.hiddenRender) {
20
- return variable.hiddenRender();
19
+ if (variable.UNSAFE_renderAsHidden) {
20
+ return /* @__PURE__ */ React.createElement(variable.Component, { model: variable });
21
21
  }
22
22
  return null;
23
23
  }
@@ -1 +1 @@
1
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- {"version":3,"file":"SceneVariableSet.js","sources":["../../../../src/variables/sets/SceneVariableSet.ts"],"sourcesContent":["import { VariableRefresh } from '@grafana/data';\nimport { Unsubscribable } from 'rxjs';\nimport { sceneGraph } from '../../core/sceneGraph';\n\nimport { SceneObjectBase } from '../../core/SceneObjectBase';\nimport { SceneObject } from '../../core/types';\nimport { writeSceneLog } from '../../utils/writeSceneLog';\nimport {\n SceneVariable,\n SceneVariableDependencyConfigLike,\n SceneVariables,\n SceneVariableSetState,\n SceneVariableValueChangedEvent,\n} from '../types';\nimport { VariableValueRecorder } from '../VariableValueRecorder';\n\nexport class SceneVariableSet extends SceneObjectBase<SceneVariableSetState> implements SceneVariables {\n /** Variables that are scheduled to be validated and updated */\n private _variablesToUpdate = new Set<SceneVariable>();\n\n /** Variables currently updating */\n private _updating = new Map<SceneVariable, VariableUpdateInProgress>();\n\n private _variableValueRecorder = new VariableValueRecorder();\n\n /**\n * This makes sure SceneVariableSet's higher up in the chain notify us when parent level variables complete update batches.\n **/\n protected _variableDependency = new SceneVariableSetVariableDependencyHandler(\n this._handleParentVariableUpdatesCompleted.bind(this)\n );\n\n public getByName(name: string): SceneVariable | undefined {\n // TODO: Replace with index\n return this.state.variables.find((x) => x.state.name === name);\n }\n\n public constructor(state: SceneVariableSetState) {\n super(state);\n\n this.addActivationHandler(this._onActivate);\n }\n\n /**\n * Subscribes to child variable value changes, and starts the variable value validation process\n */\n private _onActivate = () => {\n const timeRange = sceneGraph.getTimeRange(this);\n // Subscribe to changes to child variables\n this._subs.add(\n this.subscribeToEvent(SceneVariableValueChangedEvent, (event) => this._handleVariableValueChanged(event.payload))\n );\n\n this._subs.add(\n timeRange.subscribeToState(() => {\n this._refreshTimeRangeBasedVariables();\n })\n );\n\n // Subscribe to state changes\n this._subs.add(this.subscribeToState(this._onStateChanged));\n\n this._checkForVariablesThatChangedWhileInactive();\n\n // Add all variables that need updating to queue\n for (const variable of this.state.variables) {\n if (this._variableNeedsUpdate(variable)) {\n this._variablesToUpdate.add(variable);\n }\n }\n\n this._updateNextBatch();\n\n // Return deactivation handler;\n return this._onDeactivate;\n };\n\n /**\n * Add all variables that depend on the changed variable to the update queue\n */\n private _refreshTimeRangeBasedVariables() {\n for (const variable of this.state.variables) {\n if ('refresh' in variable.state && variable.state.refresh === VariableRefresh.onTimeRangeChanged) {\n this._variablesToUpdate.add(variable);\n }\n }\n this._updateNextBatch();\n }\n\n /**\n * Cancel all currently running updates\n */\n private _onDeactivate = () => {\n for (const update of this._updating.values()) {\n update.subscription?.unsubscribe();\n }\n\n // Remember current variable values\n for (const variable of this.state.variables) {\n // if the current variable is not in queue to update and validate and not being actively updated then the value is ok\n if (!this._variablesToUpdate.has(variable) && !this._updating.has(variable)) {\n this._variableValueRecorder.recordCurrentValue(variable);\n }\n }\n\n this._variablesToUpdate.clear();\n this._updating.clear();\n };\n\n /**\n * Look for new variables that need to be initialized\n */\n private _onStateChanged = (newState: SceneVariableSetState, oldState: SceneVariableSetState) => {\n const variablesToUpdateCountStart = this._variablesToUpdate.size;\n\n // Check for removed variables\n for (const variable of oldState.variables) {\n if (!newState.variables.includes(variable)) {\n const updating = this._updating.get(variable);\n if (updating?.subscription) {\n updating.subscription.unsubscribe();\n }\n this._updating.delete(variable);\n this._variablesToUpdate.delete(variable);\n }\n }\n\n // Check for new variables\n for (const variable of newState.variables) {\n if (!oldState.variables.includes(variable)) {\n if (this._variableNeedsUpdate(variable)) {\n this._variablesToUpdate.add(variable);\n }\n }\n }\n\n // Only start a new batch if there was no batch already running\n if (variablesToUpdateCountStart === 0 && this._variablesToUpdate.size > 0) {\n this._updateNextBatch();\n }\n };\n\n /**\n * If variables changed while in in-active state we don't get any change events, so we need to check for that here.\n */\n private _checkForVariablesThatChangedWhileInactive() {\n if (!this._variableValueRecorder.hasValues()) {\n return;\n }\n\n for (const variable of this.state.variables) {\n if (this._variableValueRecorder.hasValueChanged(variable)) {\n writeVariableTraceLog(variable, 'Changed while in-active');\n this._addDependentVariablesToUpdateQueue(variable);\n }\n }\n }\n\n private _variableNeedsUpdate(variable: SceneVariable): boolean {\n if (variable.isLazy) {\n return false;\n }\n\n if (!variable.validateAndUpdate) {\n return false;\n }\n\n // If we have recorded valid value (even if it has changed since we do not need to re-validate this variable)\n if (this._variableValueRecorder.hasRecordedValue(variable)) {\n writeVariableTraceLog(variable, 'Skipping updateAndValidate current value valid');\n return false;\n }\n\n return true;\n }\n\n /**\n * This loops through variablesToUpdate and update all that can.\n * If one has a dependency that is currently in variablesToUpdate it will be skipped for now.\n */\n private _updateNextBatch() {\n for (const variable of this._variablesToUpdate) {\n if (!variable.validateAndUpdate) {\n console.error('Variable added to variablesToUpdate but does not have validateAndUpdate');\n continue;\n }\n\n // Ignore it if it's already started\n if (this._updating.has(variable)) {\n continue;\n }\n\n // Wait for variables that has dependencies that also needs updates\n if (sceneGraph.hasVariableDependencyInLoadingState(variable)) {\n continue;\n }\n\n const variableToUpdate: VariableUpdateInProgress = {\n variable,\n };\n\n this._updating.set(variable, variableToUpdate);\n writeVariableTraceLog(variable, 'updateAndValidate started');\n\n variableToUpdate.subscription = variable.validateAndUpdate().subscribe({\n next: () => this._validateAndUpdateCompleted(variable),\n complete: () => this._validateAndUpdateCompleted(variable),\n error: (err) => this._handleVariableError(variable, err),\n });\n }\n }\n\n /**\n * A variable has completed its update process. This could mean that variables that depend on it can now be updated in turn.\n */\n private _validateAndUpdateCompleted(variable: SceneVariable) {\n if (!this._updating.has(variable)) {\n return;\n }\n\n const update = this._updating.get(variable);\n update?.subscription?.unsubscribe();\n\n this._updating.delete(variable);\n this._variablesToUpdate.delete(variable);\n\n writeVariableTraceLog(variable, 'updateAndValidate completed');\n\n this._notifyDependentSceneObjects(variable);\n this._updateNextBatch();\n }\n\n public cancel(variable: SceneVariable) {\n const update = this._updating.get(variable);\n update?.subscription?.unsubscribe();\n\n this._updating.delete(variable);\n this._variablesToUpdate.delete(variable);\n }\n\n private _handleVariableError(variable: SceneVariable, err: Error) {\n const update = this._updating.get(variable);\n update?.subscription?.unsubscribe();\n\n this._updating.delete(variable);\n this._variablesToUpdate.delete(variable);\n\n variable.setState({ loading: false, error: err.message });\n\n console.error('SceneVariableSet updateAndValidate error', err);\n\n writeVariableTraceLog(variable, 'updateAndValidate error', err);\n\n this._notifyDependentSceneObjects(variable);\n this._updateNextBatch();\n }\n\n private _handleVariableValueChanged(variableThatChanged: SceneVariable) {\n this._addDependentVariablesToUpdateQueue(variableThatChanged);\n\n // Ignore this change if it is currently updating\n if (!this._updating.has(variableThatChanged)) {\n this._updateNextBatch();\n this._notifyDependentSceneObjects(variableThatChanged);\n }\n }\n\n /**\n * This is called by any parent level variable set to notify scene that an update batch is completed.\n * This is the main mechanism lower level variable set's react to changes on higher levels.\n */\n private _handleParentVariableUpdatesCompleted(variable: SceneVariable, hasChanged: boolean) {\n // First loop through changed variables and add any of our variables that depend on the higher level variable to the update queue\n if (hasChanged) {\n this._addDependentVariablesToUpdateQueue(variable);\n }\n\n // If we have variables to update but none are currently updating kick of a new update batch\n if (this._variablesToUpdate.size > 0 && this._updating.size === 0) {\n this._updateNextBatch();\n }\n }\n\n private _addDependentVariablesToUpdateQueue(variableThatChanged: SceneVariable) {\n for (const otherVariable of this.state.variables) {\n if (otherVariable.variableDependency) {\n if (otherVariable.variableDependency.hasDependencyOn(variableThatChanged.state.name)) {\n writeVariableTraceLog(otherVariable, 'Added to update queue, dependant variable value changed');\n\n if (this._updating.has(otherVariable) && otherVariable.onCancel) {\n otherVariable.onCancel();\n }\n\n if (otherVariable.validateAndUpdate) {\n this._variablesToUpdate.add(otherVariable);\n }\n\n otherVariable.variableDependency.variableUpdateCompleted(variableThatChanged, true);\n }\n }\n }\n }\n\n /**\n * Walk scene object graph and update all objects that depend on variables that have changed\n */\n private _notifyDependentSceneObjects(variable: SceneVariable) {\n if (!this.parent) {\n return;\n }\n\n this._traverseSceneAndNotify(this.parent, variable, true);\n }\n\n /**\n * Recursivly walk the full scene object graph and notify all objects with dependencies that include any of changed variables\n */\n private _traverseSceneAndNotify(sceneObject: SceneObject, variable: SceneVariable, hasChanged: boolean) {\n // No need to notify variables under this SceneVariableSet\n if (this === sceneObject) {\n return;\n }\n\n // Skip non active scene objects\n if (!sceneObject.isActive) {\n return;\n }\n\n // If we find a nested SceneVariableSet that has a variable with the same name we stop the traversal\n if (sceneObject.state.$variables && sceneObject.state.$variables !== this) {\n const localVar = sceneObject.state.$variables.getByName(variable.state.name);\n // If local variable is viewed as loading when ancestor is loading we propagate a change\n if (localVar?.isAncestorLoading) {\n variable = localVar;\n } else if (localVar) {\n return;\n }\n }\n\n if (sceneObject.variableDependency) {\n sceneObject.variableDependency.variableUpdateCompleted(variable, hasChanged);\n }\n\n sceneObject.forEachChild((child) => this._traverseSceneAndNotify(child, variable, hasChanged));\n }\n\n /**\n * Return true if variable is waiting to update or currently updating.\n * It also returns true if a dependency of the variable is loading.\n *\n * For example if C depends on variable B which depends on variable A and A is loading this returns true for variable C and B.\n */\n public isVariableLoadingOrWaitingToUpdate(variable: SceneVariable) {\n // TODO add test for this condition\n if (variable.state.loading) {\n return true;\n }\n\n if (variable.isAncestorLoading && variable.isAncestorLoading()) {\n return true;\n }\n\n if (this._variablesToUpdate.has(variable) || this._updating.has(variable)) {\n return true;\n }\n\n // Last scenario is to check the variable's own dependencies as well\n return sceneGraph.hasVariableDependencyInLoadingState(variable);\n }\n}\n\nexport interface VariableUpdateInProgress {\n variable: SceneVariable;\n subscription?: Unsubscribable;\n}\n\nfunction writeVariableTraceLog(variable: SceneVariable, message: string, err?: Error) {\n if (err) {\n writeSceneLog('SceneVariableSet', `Variable[${variable.state.name}]: ${message}`, err);\n } else {\n writeSceneLog('SceneVariableSet', `Variable[${variable.state.name}]: ${message}`);\n }\n}\n\nclass SceneVariableSetVariableDependencyHandler implements SceneVariableDependencyConfigLike {\n public constructor(private _variableUpdatesCompleted: (variable: SceneVariable, hasChanged: boolean) => void) {}\n\n private _emptySet = new Set<string>();\n\n public getNames(): Set<string> {\n return this._emptySet;\n }\n\n public hasDependencyOn(name: string): boolean {\n return false;\n }\n\n public variableUpdateCompleted(variable: SceneVariable, hasChanged: boolean): void {\n this._variableUpdatesCompleted(variable, hasChanged);\n 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this._handleVariableValueChanged(event.payload))\n );\n\n this._subs.add(\n timeRange.subscribeToState(() => {\n this._refreshTimeRangeBasedVariables();\n })\n );\n\n // Subscribe to state changes\n this._subs.add(this.subscribeToState(this._onStateChanged));\n\n this._checkForVariablesThatChangedWhileInactive();\n\n // Add all variables that need updating to queue\n for (const variable of this.state.variables) {\n if (this._variableNeedsUpdate(variable)) {\n this._variablesToUpdate.add(variable);\n }\n }\n\n this._updateNextBatch();\n\n // Return deactivation handler;\n return this._onDeactivate;\n };\n\n /**\n * Add all variables that depend on the changed variable to the update queue\n */\n private _refreshTimeRangeBasedVariables() {\n for (const variable of this.state.variables) {\n if ('refresh' in variable.state && variable.state.refresh === VariableRefresh.onTimeRangeChanged) {\n this._variablesToUpdate.add(variable);\n }\n }\n this._updateNextBatch();\n }\n\n /**\n * Cancel all 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if (updating?.subscription) {\n updating.subscription.unsubscribe();\n }\n this._updating.delete(variable);\n this._variablesToUpdate.delete(variable);\n }\n }\n\n // Check for new variables\n for (const variable of newState.variables) {\n if (!oldState.variables.includes(variable)) {\n if (this._variableNeedsUpdate(variable)) {\n this._variablesToUpdate.add(variable);\n }\n }\n }\n\n // Only start a new batch if there was no batch already running\n if (variablesToUpdateCountStart === 0 && this._variablesToUpdate.size > 0) {\n this._updateNextBatch();\n }\n };\n\n /**\n * If variables changed while in in-active state we don't get any change events, so we need to check for that here.\n */\n private _checkForVariablesThatChangedWhileInactive() {\n if (!this._variableValueRecorder.hasValues()) {\n return;\n }\n\n for (const variable of this.state.variables) {\n if (this._variableValueRecorder.hasValueChanged(variable)) {\n writeVariableTraceLog(variable, 'Changed while in-active');\n 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- {"version":3,"file":"types.js","sources":["../../../src/variables/types.ts"],"sourcesContent":["import { Observable } from 'rxjs';\n\nimport { BusEventWithPayload } from '@grafana/data';\nimport { VariableType, VariableHide } from '@grafana/schema';\n\nimport { SceneObject, SceneObjectState } from '../core/types';\n\nexport interface SceneVariableState extends SceneObjectState {\n type: VariableType;\n name: string;\n label?: string;\n hide?: VariableHide;\n skipUrlSync?: boolean;\n loading?: boolean;\n error?: any | null;\n description?: string | null;\n}\n\nexport interface SceneVariable<TState extends SceneVariableState = SceneVariableState> extends SceneObject<TState> {\n /**\n * This function is called on activation or when a dependency changes.\n */\n validateAndUpdate?(): Observable<ValidateAndUpdateResult>;\n\n /**\n * Should return the value for the given field path\n */\n getValue(fieldPath?: string): VariableValue | undefined | null;\n\n /**\n * Should return the value display text, used by the \"text\" formatter\n * Example: ${podId:text}\n * Useful for variables that have non user friendly values but friendly display text names.\n */\n getValueText?(fieldPath?: string): string;\n\n /**\n * For special edge case senarios. For example local function that locally scoped variables can implement.\n **/\n isAncestorLoading?(): boolean;\n\n /**\n * Allows cancelling variable execution.\n */\n onCancel?(): void;\n\n /**\n * Edge case for variables that is hidden but wants to be render to access react contexts (ScopesVariable)\n */\n hiddenRender?(): React.ReactNode;\n\n /**\n * @experimental\n * Indicates that a variable loads values lazily when user interacts with the variable dropdown.\n */\n isLazy?: boolean;\n}\n\nexport type VariableValue = VariableValueSingle | VariableValueSingle[];\n\nexport type VariableValueSingle = string | boolean | number | CustomVariableValue;\n\n/**\n * This is for edge case values like the custom \"allValue\" that should not be escaped/formatted like other values\n * The custom all value usually contain wildcards that should not be escaped.\n */\nexport interface CustomVariableValue {\n /**\n * The format name or function used in the expression\n */\n formatter(formatNameOrFn?: string | VariableCustomFormatterFn): string;\n}\n\nexport interface ValidateAndUpdateResult {}\nexport interface VariableValueOption {\n label: string;\n value: VariableValueSingle;\n group?: string;\n}\n\nexport interface SceneVariableSetState extends SceneObjectState {\n variables: SceneVariable[];\n}\n\nexport interface SceneVariables extends SceneObject<SceneVariableSetState> {\n /**\n * Will look for and return variable matching name\n */\n getByName(name: string): SceneVariable | undefined;\n /**\n * Will return true if the variable is loading or waiting for an update to complete.\n */\n isVariableLoadingOrWaitingToUpdate(variable: SceneVariable): boolean;\n}\n\nexport class SceneVariableValueChangedEvent extends BusEventWithPayload<SceneVariable> {\n public static type = 'scene-variable-changed-value';\n}\n\nexport interface SceneVariableDependencyConfigLike {\n /** Return all variable names this object depend on */\n getNames(): Set<string>;\n\n /** Used to check for dependency on a specific variable */\n hasDependencyOn(name: string): boolean;\n\n /**\n * Will be called when the VariableSet have completed an update process or when a variable has changed value.\n **/\n variableUpdateCompleted(variable: SceneVariable, hasChanged: boolean): void;\n}\n\n/**\n * Used in CustomFormatterFn\n */\nexport interface CustomFormatterVariable {\n name: string;\n type: VariableType;\n multi?: boolean;\n includeAll?: boolean;\n}\n\nexport type VariableCustomFormatterFn = (\n value: unknown,\n legacyVariableModel: Partial<CustomFormatterVariable>,\n legacyDefaultFormatter?: VariableCustomFormatterFn\n) => string;\n\nexport type InterpolationFormatParameter = string | VariableCustomFormatterFn | undefined;\n\nexport function isCustomVariableValue(value: VariableValue): value is CustomVariableValue {\n return typeof value === 'object' && 'formatter' in value;\n}\n"],"names":[],"mappings":";;AA+FO,MAAM,uCAAuC,mBAAmC,CAAA;AAEvF;AAFa,8BAAA,CACG,IAAO,GAAA,8BAAA;AAkChB,SAAS,sBAAsB,KAAoD,EAAA;AACxF,EAAO,OAAA,OAAO,KAAU,KAAA,QAAA,IAAY,WAAe,IAAA,KAAA;AACrD;;;;"}
1
+ {"version":3,"file":"types.js","sources":["../../../src/variables/types.ts"],"sourcesContent":["import { Observable } from 'rxjs';\n\nimport { BusEventWithPayload } from '@grafana/data';\nimport { VariableType, VariableHide } from '@grafana/schema';\n\nimport { SceneObject, SceneObjectState } from '../core/types';\n\nexport interface SceneVariableState extends SceneObjectState {\n type: VariableType;\n name: string;\n label?: string;\n hide?: VariableHide;\n skipUrlSync?: boolean;\n loading?: boolean;\n error?: any | null;\n description?: string | null;\n}\n\nexport interface SceneVariable<TState extends SceneVariableState = SceneVariableState> extends SceneObject<TState> {\n /**\n * This function is called on activation or when a dependency changes.\n */\n validateAndUpdate?(): Observable<ValidateAndUpdateResult>;\n\n /**\n * Should return the value for the given field path\n */\n getValue(fieldPath?: string): VariableValue | undefined | null;\n\n /**\n * Should return the value display text, used by the \"text\" formatter\n * Example: ${podId:text}\n * Useful for variables that have non user friendly values but friendly display text names.\n */\n getValueText?(fieldPath?: string): string;\n\n /**\n * For special edge case senarios. For example local function that locally scoped variables can implement.\n **/\n isAncestorLoading?(): boolean;\n\n /**\n * Allows cancelling variable execution.\n */\n onCancel?(): void;\n\n /**\n * Edge case for variables that are hidden but wants to be render to access react contexts (ScopesVariable)\n */\n UNSAFE_renderAsHidden?: boolean;\n\n /**\n * @experimental\n * Indicates that a variable loads values lazily when user interacts with the variable dropdown.\n */\n isLazy?: boolean;\n}\n\nexport type VariableValue = VariableValueSingle | VariableValueSingle[];\n\nexport type VariableValueSingle = string | boolean | number | CustomVariableValue;\n\n/**\n * This is for edge case values like the custom \"allValue\" that should not be escaped/formatted like other values\n * The custom all value usually contain wildcards that should not be escaped.\n */\nexport interface CustomVariableValue {\n /**\n * The format name or function used in the expression\n */\n formatter(formatNameOrFn?: string | VariableCustomFormatterFn): string;\n}\n\nexport interface ValidateAndUpdateResult {}\nexport interface VariableValueOption {\n label: string;\n value: VariableValueSingle;\n group?: string;\n}\n\nexport interface SceneVariableSetState extends SceneObjectState {\n variables: SceneVariable[];\n}\n\nexport interface SceneVariables extends SceneObject<SceneVariableSetState> {\n /**\n * Will look for and return variable matching name\n */\n getByName(name: string): SceneVariable | undefined;\n /**\n * Will return true if the variable is loading or waiting for an update to complete.\n */\n isVariableLoadingOrWaitingToUpdate(variable: SceneVariable): boolean;\n}\n\nexport class SceneVariableValueChangedEvent extends BusEventWithPayload<SceneVariable> {\n public static type = 'scene-variable-changed-value';\n}\n\nexport interface SceneVariableDependencyConfigLike {\n /** Return all variable names this object depend on */\n getNames(): Set<string>;\n\n /** Used to check for dependency on a specific variable */\n hasDependencyOn(name: string): boolean;\n\n /**\n * Will be called when the VariableSet have completed an update process or when a variable has changed value.\n **/\n variableUpdateCompleted(variable: SceneVariable, hasChanged: boolean): void;\n}\n\n/**\n * Used in CustomFormatterFn\n */\nexport interface CustomFormatterVariable {\n name: string;\n type: VariableType;\n multi?: boolean;\n includeAll?: boolean;\n}\n\nexport type VariableCustomFormatterFn = (\n value: unknown,\n legacyVariableModel: Partial<CustomFormatterVariable>,\n legacyDefaultFormatter?: VariableCustomFormatterFn\n) => string;\n\nexport type InterpolationFormatParameter = string | VariableCustomFormatterFn | undefined;\n\nexport function isCustomVariableValue(value: VariableValue): value is CustomVariableValue {\n return typeof value === 'object' && 'formatter' in value;\n}\n"],"names":[],"mappings":";;AA+FO,MAAM,uCAAuC,mBAAmC,CAAA;AAEvF;AAFa,8BAAA,CACG,IAAO,GAAA,8BAAA;AAkChB,SAAS,sBAAsB,KAAoD,EAAA;AACxF,EAAO,OAAA,OAAO,KAAU,KAAA,QAAA,IAAY,WAAe,IAAA,KAAA;AACrD;;;;"}
@@ -1,8 +1,8 @@
1
1
  import { SceneObjectBase } from '../../core/SceneObjectBase.js';
2
2
  import { SceneVariableValueChangedEvent } from '../types.js';
3
3
  import { ScopesContext } from '@grafana/runtime';
4
- import React, { useContext, useEffect } from 'react';
5
- import { VariableHide } from '@grafana/schema';
4
+ import { useContext, useEffect } from 'react';
5
+ import { VariableHide, VariableFormatID } from '@grafana/schema';
6
6
  import { SCOPES_VARIABLE_NAME } from '../constants.js';
7
7
 
8
8
  class ScopesVariable extends SceneObjectBase {
@@ -17,15 +17,16 @@ class ScopesVariable extends SceneObjectBase {
17
17
  hide: VariableHide.hideVariable
18
18
  });
19
19
  this._renderBeforeActivation = true;
20
+ // Special options that enables variables to be hidden but still render to access react contexts
21
+ this.UNSAFE_renderAsHidden = true;
20
22
  }
21
23
  /**
22
24
  * Temporary simple implementation to stringify the scopes.
23
25
  */
24
- getValue(fieldPath) {
26
+ getValue() {
25
27
  var _a;
26
28
  const scopes = (_a = this.state.scopes) != null ? _a : [];
27
- const scopeNames = scopes.map((scope) => scope.metadata.name);
28
- return scopeNames.join(", ");
29
+ return new ScopesVariableFormatter(scopes.map((scope) => scope.metadata.name));
29
30
  }
30
31
  getScopes() {
31
32
  return this.state.scopes;
@@ -61,13 +62,8 @@ class ScopesVariable extends SceneObjectBase {
61
62
  this.publishEvent(new SceneVariableValueChangedEvent(this), true);
62
63
  }
63
64
  }
64
- /**
65
- * Special function that enables variables to be hidden but still render to access react contexts
66
- */
67
- hiddenRender() {
68
- return /* @__PURE__ */ React.createElement(ScopesVariableRenderer, { model: this });
69
- }
70
65
  }
66
+ ScopesVariable.Component = ScopesVariableRenderer;
71
67
  function ScopesVariableRenderer({ model }) {
72
68
  const context = useContext(ScopesContext);
73
69
  useEffect(() => {
@@ -75,6 +71,17 @@ function ScopesVariableRenderer({ model }) {
75
71
  }, [context, model]);
76
72
  return null;
77
73
  }
74
+ class ScopesVariableFormatter {
75
+ constructor(_value) {
76
+ this._value = _value;
77
+ }
78
+ formatter(formatNameOrFn) {
79
+ if (formatNameOrFn === VariableFormatID.QueryParam) {
80
+ return this._value.map((scope) => `scope=${encodeURIComponent(scope)}`).join("&");
81
+ }
82
+ return this._value.join(", ");
83
+ }
84
+ }
78
85
 
79
- export { ScopesVariable };
86
+ export { ScopesVariable, ScopesVariableFormatter };
80
87
  //# sourceMappingURL=ScopesVariable.js.map
@@ -1 +1 @@
1
- {"version":3,"file":"ScopesVariable.js","sources":["../../../../src/variables/variants/ScopesVariable.tsx"],"sourcesContent":["import { SceneObjectBase } from '../../core/SceneObjectBase';\nimport { SceneVariable, SceneVariableState, SceneVariableValueChangedEvent, VariableValue } from '../types';\nimport { Scope } from '@grafana/data';\nimport { SceneComponentProps } from '../../core/types';\nimport { ScopesContext, ScopesContextValue } from '@grafana/runtime';\nimport React, { ReactNode, useContext, useEffect } from 'react';\nimport { VariableHide } from '@grafana/schema';\nimport { SCOPES_VARIABLE_NAME } from '../constants';\n\nexport interface ScopesVariableState extends SceneVariableState {\n /**\n * Last captured state from ScopesContext\n */\n scopes: Scope[];\n /**\n * Set to true if you want to the variable to enable / disable scopes when activated / deactivated\n */\n enable?: boolean;\n}\n\nexport class ScopesVariable extends SceneObjectBase<ScopesVariableState> implements SceneVariable<ScopesVariableState> {\n protected _renderBeforeActivation = true;\n protected _context: ScopesContextValue | undefined;\n\n public constructor(state: Partial<ScopesVariableState>) {\n super({\n skipUrlSync: true,\n loading: true,\n scopes: [],\n ...state,\n type: 'system',\n name: SCOPES_VARIABLE_NAME,\n hide: VariableHide.hideVariable,\n });\n }\n\n /**\n * Temporary simple implementation to stringify the scopes.\n */\n public getValue(fieldPath: string): VariableValue {\n const scopes = this.state.scopes ?? [];\n const scopeNames = scopes.map((scope) => scope.metadata.name);\n return scopeNames.join(', ');\n }\n\n public getScopes(): Scope[] | undefined {\n return this.state.scopes;\n }\n\n /**\n * This method is used to keep the context up to date with the scopes context received from React\n * 1) Subscribes to ScopesContext state changes and synchronizes it with the variable state\n * 2) Handles enable / disabling of scopes based on variable enable option.\n */\n public setContext(context: ScopesContextValue | undefined) {\n if (!context) {\n return;\n }\n\n this._context = context;\n\n const oldState = context.state;\n\n // Update scopes enable state if state.enable is defined\n if (this.state.enable != null) {\n context.setEnabled(this.state.enable);\n }\n\n // Subscribe to context state changes\n const sub = context.stateObservable.subscribe((state) => {\n this.updateStateFromContext(state);\n });\n\n return () => {\n sub.unsubscribe();\n\n if (this.state.enable != null) {\n context.setEnabled(oldState.enabled);\n }\n };\n }\n\n public updateStateFromContext(state: { loading: boolean; value: Scope[] }) {\n // There was logic in SceneQueryRunner that said if there are no scopes then loading state should not block query execution\n const loading = state.value.length === 0 ? false : state.loading;\n this.setState({ scopes: state.value, loading });\n\n if (!loading) {\n this.publishEvent(new SceneVariableValueChangedEvent(this), true);\n }\n }\n\n /**\n * Special function that enables variables to be hidden but still render to access react contexts\n */\n public hiddenRender(): ReactNode {\n return <ScopesVariableRenderer model={this} />;\n }\n}\n\nfunction ScopesVariableRenderer({ model }: SceneComponentProps<ScopesVariable>) {\n const context = useContext(ScopesContext);\n\n useEffect(() => {\n return model.setContext(context);\n }, [context, model]);\n\n return null;\n}\n"],"names":[],"mappings":";;;;;;;AAoBO,MAAM,uBAAuB,eAAmF,CAAA;AAAA,EAI9G,YAAY,KAAqC,EAAA;AACtD,IAAM,KAAA,CAAA;AAAA,MACJ,WAAa,EAAA,IAAA;AAAA,MACb,OAAS,EAAA,IAAA;AAAA,MACT,QAAQ,EAAC;AAAA,MACT,GAAG,KAAA;AAAA,MACH,IAAM,EAAA,QAAA;AAAA,MACN,IAAM,EAAA,oBAAA;AAAA,MACN,MAAM,YAAa,CAAA;AAAA,KACpB,CAAA;AAZH,IAAA,IAAA,CAAU,uBAA0B,GAAA,IAAA;AAAA;AAapC;AAAA;AAAA;AAAA,EAKO,SAAS,SAAkC,EAAA;AAvCpD,IAAA,IAAA,EAAA;AAwCI,IAAA,MAAM,MAAS,GAAA,CAAA,EAAA,GAAA,IAAA,CAAK,KAAM,CAAA,MAAA,KAAX,YAAqB,EAAC;AACrC,IAAA,MAAM,aAAa,MAAO,CAAA,GAAA,CAAI,CAAC,KAAU,KAAA,KAAA,CAAM,SAAS,IAAI,CAAA;AAC5D,IAAO,OAAA,UAAA,CAAW,KAAK,IAAI,CAAA;AAAA;AAC7B,EAEO,SAAiC,GAAA;AACtC,IAAA,OAAO,KAAK,KAAM,CAAA,MAAA;AAAA;AACpB;AAAA;AAAA;AAAA;AAAA;AAAA,EAOO,WAAW,OAAyC,EAAA;AACzD,IAAA,IAAI,CAAC,OAAS,EAAA;AACZ,MAAA;AAAA;AAGF,IAAA,IAAA,CAAK,QAAW,GAAA,OAAA;AAEhB,IAAA,MAAM,WAAW,OAAQ,CAAA,KAAA;AAGzB,IAAI,IAAA,IAAA,CAAK,KAAM,CAAA,MAAA,IAAU,IAAM,EAAA;AAC7B,MAAQ,OAAA,CAAA,UAAA,CAAW,IAAK,CAAA,KAAA,CAAM,MAAM,CAAA;AAAA;AAItC,IAAA,MAAM,GAAM,GAAA,OAAA,CAAQ,eAAgB,CAAA,SAAA,CAAU,CAAC,KAAU,KAAA;AACvD,MAAA,IAAA,CAAK,uBAAuB,KAAK,CAAA;AAAA,KAClC,CAAA;AAED,IAAA,OAAO,MAAM;AACX,MAAA,GAAA,CAAI,WAAY,EAAA;AAEhB,MAAI,IAAA,IAAA,CAAK,KAAM,CAAA,MAAA,IAAU,IAAM,EAAA;AAC7B,QAAQ,OAAA,CAAA,UAAA,CAAW,SAAS,OAAO,CAAA;AAAA;AACrC,KACF;AAAA;AACF,EAEO,uBAAuB,KAA6C,EAAA;AAEzE,IAAA,MAAM,UAAU,KAAM,CAAA,KAAA,CAAM,MAAW,KAAA,CAAA,GAAI,QAAQ,KAAM,CAAA,OAAA;AACzD,IAAA,IAAA,CAAK,SAAS,EAAE,MAAA,EAAQ,KAAM,CAAA,KAAA,EAAO,SAAS,CAAA;AAE9C,IAAA,IAAI,CAAC,OAAS,EAAA;AACZ,MAAA,IAAA,CAAK,YAAa,CAAA,IAAI,8BAA+B,CAAA,IAAI,GAAG,IAAI,CAAA;AAAA;AAClE;AACF;AAAA;AAAA;AAAA,EAKO,YAA0B,GAAA;AAC/B,IAAO,uBAAA,KAAA,CAAA,aAAA,CAAC,sBAAuB,EAAA,EAAA,KAAA,EAAO,IAAM,EAAA,CAAA;AAAA;AAEhD;AAEA,SAAS,sBAAA,CAAuB,EAAE,KAAA,EAA8C,EAAA;AAC9E,EAAM,MAAA,OAAA,GAAU,WAAW,aAAa,CAAA;AAExC,EAAA,SAAA,CAAU,MAAM;AACd,IAAO,OAAA,KAAA,CAAM,WAAW,OAAO,CAAA;AAAA,GAC9B,EAAA,CAAC,OAAS,EAAA,KAAK,CAAC,CAAA;AAEnB,EAAO,OAAA,IAAA;AACT;;;;"}
1
+ {"version":3,"file":"ScopesVariable.js","sources":["../../../../src/variables/variants/ScopesVariable.tsx"],"sourcesContent":["import { SceneObjectBase } from '../../core/SceneObjectBase';\nimport {\n CustomVariableValue,\n SceneVariable,\n SceneVariableState,\n SceneVariableValueChangedEvent,\n VariableValue,\n} from '../types';\nimport { Scope } from '@grafana/data';\nimport { SceneComponentProps } from '../../core/types';\nimport { ScopesContext, ScopesContextValue } from '@grafana/runtime';\nimport { useContext, useEffect } from 'react';\nimport { VariableFormatID, VariableHide } from '@grafana/schema';\nimport { SCOPES_VARIABLE_NAME } from '../constants';\n\nexport interface ScopesVariableState extends SceneVariableState {\n /**\n * Last captured state from ScopesContext\n */\n scopes: Scope[];\n /**\n * Set to true if you want to the variable to enable / disable scopes when activated / deactivated\n */\n enable?: boolean;\n}\n\nexport class ScopesVariable extends SceneObjectBase<ScopesVariableState> implements SceneVariable<ScopesVariableState> {\n protected _renderBeforeActivation = true;\n protected _context: ScopesContextValue | undefined;\n\n // Special options that enables variables to be hidden but still render to access react contexts\n public UNSAFE_renderAsHidden = true;\n public static Component = ScopesVariableRenderer;\n\n public constructor(state: Partial<ScopesVariableState>) {\n super({\n skipUrlSync: true,\n loading: true,\n scopes: [],\n ...state,\n type: 'system',\n name: SCOPES_VARIABLE_NAME,\n hide: VariableHide.hideVariable,\n });\n }\n\n /**\n * Temporary simple implementation to stringify the scopes.\n */\n public getValue(): VariableValue {\n const scopes = this.state.scopes ?? 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